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Lazybones's Keep on the Shadowfell Characters
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<blockquote data-quote="Lazybones" data-source="post: 4396984" data-attributes="member: 143"><p>These are characters for my fictional 4e story, located <a href="http://www.enworld.org/forum/showthread.php?t=229470" target="_blank">here.</a></p><p></p><p>This is my first shot at 4e characters, so comments are welcomed. They are not necessarily optimal, but I tried to make them effective within the character concepts I had developed. </p><p></p><p>* * * * * </p><p></p><p>Jaron, Halfling Male Ranger 1</p><p></p><p>Str 14, Con 14, Dex 16, Int 13, Wis 12, Cha 12</p><p>Hit points: 26 (Blooded 13)</p><p>Healing Surge: 6 (8/day)</p><p>Initiative: +3</p><p>AC 15, Fort 13, Ref 14, Will 11</p><p>Melee Basic +5 short sword (1d6+2)</p><p>Ranged Basic +5 short bow (1d8+3)</p><p>Speed: 6</p><p>Languages: Common, Goblin</p><p>Feats and Skills: Alertness, Archer Fighting Style, Defensive Mobility, Athletics +7, Endurance +7, Nature +6, </p><p></p><p>Perception +8, Stealth +8</p><p>Special Abilities: +5 vs. fear, +2 vs. OAs, Hunter's Quarry (+1d6 damage), Prime Shot (+1 to hit if nearest to Quarry)</p><p>Racial Encounter: <strong>Second Chance</strong> (force enemy to reroll an attack)</p><p>At-Will: <strong>Nimble Strike</strong> (+5 vs. AC, 1d8+3, shift 1 before or after attack)</p><p>At-Will: <strong>Twin Strike</strong> (+5 vs. AC, two attacks, 1d8 per hit)</p><p>Encounter: <strong>Evasive Strike</strong> (+5 vs. AC, 2d8+3, can shift 2 before or after attack)</p><p>Daily: <strong>Hunter's Bear Trap</strong> (+5 vs. AC, 2d8+3, target slowed and takes ongoing 5 damage [save ends both]; miss half damage, target slowed until end of Jaron's next turn)</p><p>Equipment: Leather Armor, Short Sword, Shortbow, Quiver with 30 arrows, Adventuring Gear</p><p></p><p></p><p>Belden (Beetle), Halfling Male Rogue 1</p><p></p><p>Str 13, Con 14, Dex 20, Int 10, Wis 8, Cha 10</p><p>Hit points: 26 (Blooded 13)</p><p>Healing Surge: 6 (8/day)</p><p>Initiative: +7</p><p>AC 17, Fort 12, Ref 17, Will 10</p><p>Melee Basic +5 dagger (1d4+1)</p><p>Ranged Basic +9 dagger (1d4+5)</p><p>Languages: Common, Dwarven</p><p>Feats and Skills: Rogue Weapon Talent, Quick Draw, Acrobatics +12, Athletics +6, Bluff +5, Insight +4, Stealth +10, Thievery +12</p><p>Special Abilities: Brutal Scoundrel (+1 to Sneak damage), First Strike, Sneak Attack (+2d6)</p><p>Racial Encounter: <strong>Second Chance</strong> (force enemy to reroll at attack)</p><p>At-Will: <strong>Deft Strike</strong> (+9 vs. AC, 1d4+5, can move 2 before attack)</p><p>At-Will: <strong>Piercing Strike</strong> (+9 vs. Ref, 1d4+5)</p><p>Encounter: <strong>Dazing Strike</strong> (+9 vs. AC, 1d4+5, and target dazed until end of Beetle's next turn) </p><p>Daily: <strong>Easy Target</strong> (+9 vs. AC, 2d4+5, target slowed and grants combat advantage until save. Miss: half damage, and target grants combat advantage until end of Beetle's next turn)</p><p>Equipment: Leather Armor, Dagger</p><p></p><p></p><p>Mara, Human Female Fighter 1</p><p></p><p>Str 16, Con 14, Dex 15, Int 10, Wis 12, Cha 11</p><p>Hit points: 29 (Blooded 14)</p><p>Healing Surge: 7 (11/day)</p><p>Initiative: +2</p><p>AC 18, Fort 16, Ref 13, Will 12 </p><p>Melee Basic +6 Longsword (1d8+4)</p><p>Ranged Basic +6 Handaxe (1d6+3)</p><p>Speed: 5</p><p>Languages: Common, Orcish</p><p>Feats and Skills: Fighter Weapon Talent, Two Weapon Fighting, Two Weapon Defense, Athletics +8, Endurance +7, Heal +6, Intimidate +5</p><p>Special Abilities: Combat Challenge (mark target), Combat Superiority (+1 to OAs)</p><p>At-Will: <strong>Cleave</strong> (+8 vs. AC, 1d8+4, +2 damage vs. adjacent foe)</p><p>At-Will: <strong>Reaping Strike</strong> (+8 vs. AC, 1d8+4, 1 damage on miss)</p><p>At-Will: <strong>Sure Strike</strong> (+10 vs. AC, 1d8+1)</p><p>Encounter: Spinning Sweep (+8 vs. AC, 1d8+4, knock target prone)</p><p>Daily: Villain's Menace (+8 vs. AC, 2d8+4, gain +2 attack/+4 damage bonus vs. foe until end of encounter. Miss: +1/+2 bonus)</p><p>Equipment: Longsword, Shortsword, Handaxe, Scale armor, Adventuring Gear</p><p></p><p></p><p>Elevaren, Eladrin Male Warlock 1</p><p></p><p>Str 10, Con 14, Dex 15, Int 15, Wis 10, Cha 16</p><p>Hit points: 26 (Blooded 13)</p><p>Healing Surge: 6 (8/day)</p><p>Initiative: +2</p><p>AC 14, Fort 12, Ref 13, Will 15 </p><p>Melee Basic +2 Quarterstaff (1d8)</p><p>Speed 6</p><p>Languages: Common, Elven, Giant, Draconic, Primordial</p><p>Feats and Skills: Linguist, Arcana +9, Diplomacy +8, History +9, Insight +5, Religion +7</p><p>Special Abilities: Misty Step (when cursed enemy slain, can teleport 3 as free action), Prime Shot (+1 attack vs. nearest enemy), Shadow Walk, Warlock's Curse (+1d6 damage), +5 on saves vs. charm effects</p><p>Racial Encounter: Fey Step (teleport 5 squares)</p><p>At-Will: <strong>Eldritch Blast</strong> (R10, +3 vs. Ref, 1d10+3)</p><p>At-Will: <strong>Eyebite</strong> (R10, +3 vs. Will, 1d6+3, plus invisible to target until start of Elevaren's next turn)</p><p>Encounter: <strong>Witchfire</strong> (R10, +3 vs. Ref, 2d6+3, target takes -4 to hit until end of Elevaren's next turn)</p><p>Daily: <strong>Curse of the Dark Dream</strong> (R10, +3 vs. Will, 3d8+3 plus slide 3; sustain minor: slide 1 [save ends])</p><p>Equipment: Leather Armor, Quarterstaff, Adventuring Gear</p></blockquote><p></p>
[QUOTE="Lazybones, post: 4396984, member: 143"] These are characters for my fictional 4e story, located [URL="http://www.enworld.org/forum/showthread.php?t=229470"]here.[/URL] This is my first shot at 4e characters, so comments are welcomed. They are not necessarily optimal, but I tried to make them effective within the character concepts I had developed. * * * * * Jaron, Halfling Male Ranger 1 Str 14, Con 14, Dex 16, Int 13, Wis 12, Cha 12 Hit points: 26 (Blooded 13) Healing Surge: 6 (8/day) Initiative: +3 AC 15, Fort 13, Ref 14, Will 11 Melee Basic +5 short sword (1d6+2) Ranged Basic +5 short bow (1d8+3) Speed: 6 Languages: Common, Goblin Feats and Skills: Alertness, Archer Fighting Style, Defensive Mobility, Athletics +7, Endurance +7, Nature +6, Perception +8, Stealth +8 Special Abilities: +5 vs. fear, +2 vs. OAs, Hunter's Quarry (+1d6 damage), Prime Shot (+1 to hit if nearest to Quarry) Racial Encounter: [b]Second Chance[/b] (force enemy to reroll an attack) At-Will: [b]Nimble Strike[/b] (+5 vs. AC, 1d8+3, shift 1 before or after attack) At-Will: [b]Twin Strike[/b] (+5 vs. AC, two attacks, 1d8 per hit) Encounter: [b]Evasive Strike[/b] (+5 vs. AC, 2d8+3, can shift 2 before or after attack) Daily: [b]Hunter's Bear Trap[/b] (+5 vs. AC, 2d8+3, target slowed and takes ongoing 5 damage [save ends both]; miss half damage, target slowed until end of Jaron's next turn) Equipment: Leather Armor, Short Sword, Shortbow, Quiver with 30 arrows, Adventuring Gear Belden (Beetle), Halfling Male Rogue 1 Str 13, Con 14, Dex 20, Int 10, Wis 8, Cha 10 Hit points: 26 (Blooded 13) Healing Surge: 6 (8/day) Initiative: +7 AC 17, Fort 12, Ref 17, Will 10 Melee Basic +5 dagger (1d4+1) Ranged Basic +9 dagger (1d4+5) Languages: Common, Dwarven Feats and Skills: Rogue Weapon Talent, Quick Draw, Acrobatics +12, Athletics +6, Bluff +5, Insight +4, Stealth +10, Thievery +12 Special Abilities: Brutal Scoundrel (+1 to Sneak damage), First Strike, Sneak Attack (+2d6) Racial Encounter: [b]Second Chance[/b] (force enemy to reroll at attack) At-Will: [b]Deft Strike[/b] (+9 vs. AC, 1d4+5, can move 2 before attack) At-Will: [b]Piercing Strike[/b] (+9 vs. Ref, 1d4+5) Encounter: [b]Dazing Strike[/b] (+9 vs. AC, 1d4+5, and target dazed until end of Beetle's next turn) Daily: [b]Easy Target[/b] (+9 vs. AC, 2d4+5, target slowed and grants combat advantage until save. Miss: half damage, and target grants combat advantage until end of Beetle's next turn) Equipment: Leather Armor, Dagger Mara, Human Female Fighter 1 Str 16, Con 14, Dex 15, Int 10, Wis 12, Cha 11 Hit points: 29 (Blooded 14) Healing Surge: 7 (11/day) Initiative: +2 AC 18, Fort 16, Ref 13, Will 12 Melee Basic +6 Longsword (1d8+4) Ranged Basic +6 Handaxe (1d6+3) Speed: 5 Languages: Common, Orcish Feats and Skills: Fighter Weapon Talent, Two Weapon Fighting, Two Weapon Defense, Athletics +8, Endurance +7, Heal +6, Intimidate +5 Special Abilities: Combat Challenge (mark target), Combat Superiority (+1 to OAs) At-Will: [b]Cleave[/b] (+8 vs. AC, 1d8+4, +2 damage vs. adjacent foe) At-Will: [b]Reaping Strike[/b] (+8 vs. AC, 1d8+4, 1 damage on miss) At-Will: [b]Sure Strike[/b] (+10 vs. AC, 1d8+1) Encounter: Spinning Sweep (+8 vs. AC, 1d8+4, knock target prone) Daily: Villain's Menace (+8 vs. AC, 2d8+4, gain +2 attack/+4 damage bonus vs. foe until end of encounter. Miss: +1/+2 bonus) Equipment: Longsword, Shortsword, Handaxe, Scale armor, Adventuring Gear Elevaren, Eladrin Male Warlock 1 Str 10, Con 14, Dex 15, Int 15, Wis 10, Cha 16 Hit points: 26 (Blooded 13) Healing Surge: 6 (8/day) Initiative: +2 AC 14, Fort 12, Ref 13, Will 15 Melee Basic +2 Quarterstaff (1d8) Speed 6 Languages: Common, Elven, Giant, Draconic, Primordial Feats and Skills: Linguist, Arcana +9, Diplomacy +8, History +9, Insight +5, Religion +7 Special Abilities: Misty Step (when cursed enemy slain, can teleport 3 as free action), Prime Shot (+1 attack vs. nearest enemy), Shadow Walk, Warlock's Curse (+1d6 damage), +5 on saves vs. charm effects Racial Encounter: Fey Step (teleport 5 squares) At-Will: [b]Eldritch Blast[/b] (R10, +3 vs. Ref, 1d10+3) At-Will: [b]Eyebite[/b] (R10, +3 vs. Will, 1d6+3, plus invisible to target until start of Elevaren's next turn) Encounter: [b]Witchfire[/b] (R10, +3 vs. Ref, 2d6+3, target takes -4 to hit until end of Elevaren's next turn) Daily: [b]Curse of the Dark Dream[/b] (R10, +3 vs. Will, 3d8+3 plus slide 3; sustain minor: slide 1 [save ends]) Equipment: Leather Armor, Quarterstaff, Adventuring Gear [/QUOTE]
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